Finished digital Goblins and Gunslingers playing field
Combat Guide

Position decides the target

The Middle lanes form five opposing matchups. The High-Rise adds creature-only angles, temporary protection, and a way to fire over Cover.

The Board

Seven lanes, two jobs

Each Middle lane lines up with the same lane on the opposing side. Placement therefore determines which defender must be fought and which path could eventually reach the Sheriff.

Middle Lanes

Fight what is directly across from you

A Middle creature normally attacks the creature in its directly opposing lane. If that lane has enemy Cover, the Cover must be handled first unless a rule such as Flying bypasses it or Overshot spills excess damage through. The attacking creature may hit the opposing Sheriff only when that lane is clear of enemy creatures and Cover.

This is not open or free targeting. An enemy creature in another Middle lane is not normally a legal target just because it looks vulnerable.
High-Rise

Protection expires after the first shot

Before the first attack

A fresh High-Rise creature cannot be chosen by single-target attacks or effects. Board-wide effects still affect it.

After the first attack

That single-target protection ends permanently. It does not return on the next turn or after the creature becomes ready again.

High-Rise creatures may attack enemy High-Rise or Middle-lane creatures and can fire over Middle Cover. They cannot attack the opposing Sheriff directly.

Persistent Health

Every point stays dealt

Combat damage reduces a creature's remaining Defense. If a 5-Defense creature takes 3 damage, it remains at 2 Defense after combat and into later turns unless an effect heals it. A later 2 damage destroys it. Tracking the current number, rather than resetting to the printed number, is essential to planning trades.

Attack Planning

Use lane order to create multiple connections

  1. Identify opposing creatures and Cover that block Sheriff access.
  2. Use trades or effects to clear a specific lane.
  3. Attack through that now-clear lane with a ready Middle creature.
  4. Count each separate Sheriff-damage event for next turn's Gold bonus.

Gold will refresh to 1 base plus those separate prior-turn Sheriff-damage instances, and unspent Gold will not bank.